UFSM: Finite State Machine

Thanks for the reply and detailed response. Making the anim bp a child of your anim bp is a great idea and will no doubt save me some headaches later. The conditional transitions are also great to know about.

How would you go about encapsulating functionality though? Basically what I’d like is to be able to have my states keep functionality for controls. So for example, in your blog post from a few years ago with the setting up a ladder example, you send the input axis to the FSM component so the states can read that as they like. I’d basically like something like that but for a button press. I don’t want to have conditionals within my states or within my character BP since that starts to defeat the point of an FSM in that it can get complicated fast. I also would prefer to not have to set a bool then unset it again, as that too is messy.

I’m sure what I’m asking is already possible but I can’t think of the correct way to go about it.